The CamPAIN Trail: A Mike Haggar Combo Thread

Edit: ok, I just nuked this post and am humbly re-writing it to say I’m just lost. I thought id be able to figure some combos out but they’re just too weird for a day 1 haggar. I’m using haggar doom(plasma) hawkeye(greyhound) and have can’t seem to make a full combo happen. Tail between my legs, could someone please walk me through a good combo with this team? I assume key openers are cL, jump pipe (ground bouncing early), and grabs.

Especially midscreen where my assists keep pushing them away, I def need to jam on my SRK-assist button. :slight_smile:

I do get the concepts of the dH fH xx dp+L, and how sometimes on launch you can only qcf+S and stuff. But which air sequences, which extentions, and when… clueless :frowning:

Thanks all, mayor Mike’s got my vote!

MMupHS works in later hitstun, which is why people use it instead of a lot of things, however when stun allows you can do MMHPipeS or MMHPipeQCF+S near the corner for more damage in your air sequences.

So if I have plasma and greyhound available, and I hit you with a midscreen jumpPipe, what do you recommend as my full combo, beginning to end, if u don’t mind? And then, if I’m not asking too much ypingwise, same question but off a grab (assuming air throw, command throw, and possibly either ground throw) are the same answer.

Edit: seems like I may have it, though the main prob now is after the air qcf S I’m not able to get anything off that. What am I missing? Figured id use plasma first since greyhound should be easier, but once I do that big spin I don’t seem to have time to otg at all -scratches head-

If u wanna do one for plasma and drones too I won’t stop you, but I’m hoping plasma and greyhound combo fully spelled out will lead to me being able to figure out how other assists might work (assuming I know the otg stuff timings)

The degree to which I am fucking up these combos is emaculating as all get out lol

if you wild swing before calling doom, then you have to pretty much mash on his assist button as haggar drops, and then get the c.H out as soon as possible, cancel into pipe, and empty cancel that into hoodlum L. it’s takes some time to get used to how quickly you need to do that sequence.

i haven’t tested this out yet, but it’s probably more difficult to do the higher up you are.

Thanks. I didn’t realize till last night I could do an air sequence of MMd+H xx swing to get a low to the ground swing. And even then I still struggle with this damn extension! Lol

I have no idea why I’m having such difficulty with these lol plasma beam, greyhound, and drones are the assists id like to be able to relaunch with, but for now I’m just trying to find a semblance of consistency with doom. And its even harder off throws, grrr.

Seriously, magneto and viper and morrigan are easier than this shit! (Only SLIGHTLY exaggerating lol)

Ok, after all that whining and bitching I’ve finally got it down pretty easy long as its off a giant swing. My new question is do we need one of the faster hitting assists to convert off a throw? Seems like they get up pretty quick. So on a fwd/back/cmnd grab, I can d+H+greyhound and hit, but can’t seem to do it with plasma (which you have to call before the d+H).

So is the best idea to have a team with at least one quick assist for throw conversions?

For picking up with Doom beam after throws you gotta time them specifically, with command grab it’s slightly easier, you have to call doom then wait slightly and OTG right away. I call Doom right as Haggar sets foot on the ground after a command grab.

Normal throws are tougher, you can mash the throw and call Doom right at the fourth hit (mashed ground throw does 5 hits) and Doom will come out as you OTG. Although maybe it’s my timing but sometimes Doom will come out firing the opposite way of the opponent and not hit at all. I also get a ground bounce from the pipe cancel of cr. H so it seems I have to cancel pipe right away before it hits if I want to preserve my ground bounce.

Air throw from a normal jump I had to call Doom right as I landed then quickly dash OTG so I can be close enough to launch the opponent. If I don’t dash the opponent just rides the beam at a distance that I can’t reach fast enough. I haven’t tried normal air throw on a super jumping opponent yet.

I got question for you guys. Is it possible to combo with sent drones? The drones always seem to come too late when I do cr.H,F+H. Any one got any tips for getting it to combo? What the timing is is? Do I end the air series with S, qcf.S, D+H then S?

What combos are you using for Pipe or Headbutt Happy Birthdays?

Started playing Haggar around January after I got bodied hard by one at a tournament. I’ve been trying to figure out stuff on my own but I’m finally coming to these forums for help now. I’ve been told that I can optimize this further or use a better starter but I’m stumped. I’ve been using this combo since February.

And some matches I played last weekend at a friend’s place on stream.

0:37:15 -Viper/Vergil/Dante vs. Haggar/Zero/Ryu
1:23:35 - Dante/Vergil/Strider vs. Haggar/Zero/Ryu
1:44:50 - Wolvie/Spencer/Doom vs. Haggar/Zero/Ryu
2:42:51 - Haggar/Doom/Akuma vs. Haggar/Zero/Ryu <----XavB32 from these boards. This gets silly but I never get to play Haggar mirrors ever.

Hey guys trying to learn Haggar here, sorry if this was posted before but i was wondering what was the best beginning series to perform before the initial l hoodlum launcher. Is it l, m,hoodlum launcher l or l,m, pipe hoodlum launcher l. I know it may sound noobish or trivial but I haven’t found one uniform starter that everyone uses. Like if you confirm with pipe do you just go right into the hoodlum launcher l, or do you hit l,m hoodlum launcher l or l,m, pipe, hoodlum launcher l? Or if you dont confirm off of a pipe is that when you do l,m pipe hoodlum launcher l? Just asking for a regular hit confirm, not off of lariet, throw, air throw, or command grab.

I’m looking to pick up Haggar I fucking love the PAIPU! Man this character is so much fun dude I can’t even stop.
I’ve never used the character before but I think I’ve nearly optimized my corner combo with him using hawkeyes 3 shot assist :a1: and spencers diagonal grapple :a2:
It goes like :l::m::f::h: > hoodlum :l: > sj :m::m::h::d::h: hoodlum :l: > sj :m::m::h::d::h: wild swing :a1: :d::h: :f::h: hoodlum :l: sj :h::u::h::s: :a2: :d::h: :f::h: hoodlum :l: wild swing

Can I do better?

Also how do I get super and thc from :d::h:
And what are the best launchers midscreen? because after :s: and hoodlum :l: I can’t sj uf.

Finally what are his TAC’s if he has any.

What’s the damage on that combo?

after OTG down H do forward H and THC

786,800 if i end in sj :h::u::h::s: :d::h:
but also I figured it’s too hard to actually :d::h: hit with spencer then hit with :f::h: and hoodlum so I wiff the :f::h: and hoodlum.

Also how do you double :d::h: I’m trying :d::h::f::h::d::h: but it’s not working is the link just a bit tight I’m used to that in SF not so much marvel other than the doom infinite.

Edit: Does 801,000 with double :d::h:

Well I tried a combo with your team starting in the corner and with a standing L and I got 823,000 without meter. Maybe someone else can do better than I?

it goes L, M, F+H xxx Violent Axe L version, L, M xxx Hoodlum Launcher L version, sj, M, H, U+H xxx Wild Swing, land, Hawkeye Assist, OTG D+H, F+H xxx Hoodlum Launcher L version (cancelled F+H before it hit the opposing character so I don’t get the ground bounce), sj, M, M, D+H, land, Hoodlum Launcher L version, sj, H, U+H, S, land, D+H, F+H, Spencer Assist, D+H, F+H xxx Hoodlum Launcher L version, sj, Wild Swing, land, D+H, F+H.

Sorry I’ve been on here for so long yet I’ve yet to learn how to use the symbols lol

When you catch with spencer assist you can probably just cancel into punch super and DHC, most likely get the damage you want to kill a character without using a THC.

Wild Swing damage is dependent on how high you catch your opponent with it so sometimes I will get a lil less than 823k.

Double OTG is dependent on the type of knockdown, Wild Swing knockdown won’t give the double OTG. Ending a air combo with a non ground bouncing Pipe (D+H) or S will give you a double OTG if you get close enough to do so, sometimes you have to dash in after the first OTG to get the second. If you knockdown with S instead of doing the double OTG you can just do one and cancel into Body Splash Hyper then DHC.

Thanks man that’s 50k more damage i’m missing out on forgot I can start with violent axe.

So I got down to combo but how do I end in super? If it’s not possible would my combo be better when ending in super?
Also I’m sorry for all the questions but could you possibly help me come up with a midscreen combo too? I’m sorry :frowning:

within the combo instead of doing Hoodlum Launcher L after the spencer assist you can just go into the punch hyper and DHC. The corner combo ended with the team hyper nets 1, 158, 000 but if you had spencer second and you do punch hyper into bionic maneuvers spencer can OTG after the hyper in the corner and then you do the zips into up grapple into whatever you want then I’m pretty sure it would net more damage. Although it take a little more work than just doing team hyper.

well for a midscreen combo it depends what you start with.

Off a jumping pipe confirm: jump forward, D+H, land, M xxx Violent Axe L version, L, M xxx Hoodlum Launcher L, sj, M, H, U+H xxx Wild Swing, land, Hawkeye Assist, D+H OTG, F+H xxx Hoodlum Launcher L, sj, M, M, U+H xxx Wild Swing, land, Spencer Assist, D+H, F+H xxx Hoodlum Launcher L, sj, Wild Swing, D+H, F+H

Command Grab or Normal Throw: Command/Normal Grab, Hawkeye Assist, D+H, F+H xxx Hoodlum Launcher L, sj, M, H, D+H, land, Hoodlum Launcher L, sj, M, H, U+H xxx Wild Swing, land, Spencer Assist, Hoodlum Launcher L, sj, M, M, U+H xxx Wild Swing, land, D+H, F+H

Crouching L confirm: cr. L, cr. M, F+H xxx Violent Axe L version, L, M xxx Hoodlum Launcher L, sj, M, H, U+H xxx Wild Swing, land, Hawkeye Assist, D+H, F+H xxx Hoodlum Launcher L, sj, M, M, D+H, land, Hoodlum Launcher L, sj, Wild Swing, land, Spencer Assist, D+H, F+H xxx Hoodlum Launcher L, sj, Wild Swing, land, D+H, F+H

those are some midscreen combos I would do. You can decide to do team hyper combo at the end of each of em or you can just do punch hyper into DHC instead of doing the hoodlum launcher after the spencer assist pick up. you can also wait slightly after the spencer assist pick up and do Hoodlum Launcher M for a reset if you’re feeling lucky.

I suggest you start experimenting with the combos with mine as a base, you can possibly get more damage if you used S instead of hoodlum launcher, but I’m not feeling good right now to test it out for ya sorry buddy.

Also Epoch Masamune you can probably just look at these combos for example and experiment with different variations with your team. Just start whats easiest for you to remember then once you get the feel down you can move onto your own variations, combos that do the most damage, ones that net you the most meter, combos that end with a tricky reset, etc…

Wow dude awesome post, very nice of you to take the time and lay it all out there for us, I appreciate it TREMENDOUSLY thank you!

no problem, it’s just nice to see some activity in the Haggar forums. makes me sad when it stays dead for a long period, cuz Haggar is the #1 reason I keep playing this game. And I’m really not that good either! there’s still stuff that I keep learning too, if you ever figure some optimum stuff out make sure to let the Haggar forum know maybe it will end up being something new to somebody.